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StarsMmd

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Posts posted by StarsMmd


  1. On 5/31/2019 at 5:18 PM, Pichoco said:

    Hello!

    So first, I want to say I enjoy this hack a lot, and I'll be really happy whenever Gen IV+ Pokemon will be in the game. Thank you for your hard work ^^

    Now, onto the problem: I just really can't find Raikou. 

    I've caught the two other legendary dogs and even Groudon, Kyogre and Rayquaza. But Raikou, I just can't find him. From what I have seen in a playthrough, he is apparently in the Cipher Key Lair but I can't find him. If anyone can help, it'd be great.

    I'm glad you enjoyed it. Unfortunately due to my lack of a proper scripting tool in the past, Raikou's appearance flag is slightly later than the other 2. You have to progress the main story by one more flag after beating Gorigan in order for Raikou to appear. 

    On 5/31/2019 at 9:03 PM, vhsknife said:

    I tested panic handlers on every version I tested and it had no effect at all. I played the first release of this mod a year and a half ago and it was incredible work, so I'm really hoping I can get an updated version to work, even if it's an older one @StarsMmd

    There is a list of recommended settings on the original post. Hopefully it helps.

    On 6/6/2019 at 1:16 AM, DivineFlame said:

    I got a pokespot notification and went to the cave pokespot where I encountered a Porygon2! I sent out my Grovyle, and as soon as the Go! Grovyle! message, the game froze, and just keeps looping the pokespot battle music in a stilted way. No idea what could have caused it. I'm running XG off of a usb on my wii through nintendon't. 

    *Edit, encountered another glitch on mount battle with Grovyle. Used solar beam and Grovyle wouldn't stop charging the beam. It charged for 4 rounds before getting knocked out by the opponent's magneton.

    Also, I'm a pretty casual pokemon player and this mod is damn hard. Seems like every battle I have my pokemon get one shot or a decent chunk of my party faint. I have a varied team, too. Currently using Larvitar, Gorovyle, Combusken, Swampert, Bagon, and Jolteon, all at levels comparable or better than the opponent's levels. It's annoying to have to run back to a healing machine after every battle, or have my party totally wiped if I get unlucky. I don't really want to grind, especially considering doing so would be at Mt. battle which is now a gym trainer challenge series, but, I'd like to not have to heal my entire team after every battle. Any advice on team composition to have a better time with the enemy, or should I just grind a little and come back? I understand veterans of this game and the series probably want a little challenge, but I just kind of wanted to see what was added and relive playing X D after so long. 

    Not sure what caused the crash but I'll look into it. Thanks for reporting.

    As for the difficulty, I'd recommend using all the tools the game has to offer. There are a lot of great TMs, move tutor moves, a move relearner and a wide variety of hold items available. Also there's plenty of money to go around so don't be shy about buying potions and revives to save trekking back to healing machines.

    Make sure your team has a good selection of moves and consider some of the more supporting moves like fake out, reflect, light screen, tailwind, trickroom, etc.

    On 6/6/2019 at 8:02 PM, LeXerneas said:

    Hey all, I KO'd Magmar back in Phenac City and now it seems Mirror B is just refusing to reappear. He's showed back up with every Shadow Pokemon I've KO'd except for Magmar and Magmar is the last Shadow Pokemon I'm missing before Mirror B shows up at Gateon Port with the final Shadow Pokemon. Am I just severely unlucky or did something go wrong? In the Shadow Monitor it just says "Spotted: Phenac City, Snag failed"

    That's odd. You're not the only one reporting this so I'll take a look and see if I can fix it. If you'd like I can help make a special patch for you where you can get magmar somewhere else.

    On 6/10/2019 at 3:34 AM, Blizzykay said:

    So I killed a shadow Pokemon in the Cipher Lab and when it says Mirror B. shows up, I go to the Pyrite Colosseum and he isn't there. It has happened multiple times and i'm confused. I haven't gotten far enough in the game to unlock the Realgem Tower, so he can't appear there. Help?

    Miror B can also appear at any of the pokespots. Be sure to use the miror radar from your key items pocket to see where he is.

    On 6/11/2019 at 11:22 PM, Horatio Flame said:

    How do you put cheat codes in here for the rare candy

    I don't know myself but it should be the same as you would do for vanilla XD.

    On 6/12/2019 at 3:00 PM, LucisArmigerV said:

    Hey, I'm currently playing the 1.2.1 version of this hack, and I would like to know where I can find a Moon Stone in this version of the hack, as I already chose a Thunder Stone for Jolteon, because I want to try to evolve a Clefairy when I eventually purify it.

    All evolutions stones are Mt. Battle prizes that can be exchanged for coupons.

    On 6/12/2019 at 8:30 PM, ProtoZ7 said:

    I'm not sure if this was mentioned before, but Bulletproof does block Rock Slide, even though Rock Slide is not a "projectile" move like Shadow Ball or Sludge Bomb and that Bulletproof does not block Rock Slide in the actual games.

    image.png.87a9e45b08c77f384de547c1458b29ce.png

    I got a bit carried away and ended up making bulletproof immune to a whole bunch of moves 🙂

    On 7/11/2019 at 9:12 PM, Munchkin said:

    I lost to the guy in Phenac City with Shadow Magmar and I went through the whole game without another opportunity to recapture it. I can't complete the game now and the only ones left are Magmar, Butterfree (Can't find it), and Ho-oh. Good hack, though. I just had some bad luck.

    Same as I said to LeXerneas 🙂

    On 7/12/2019 at 1:34 AM, LeXerneas said:

    hey I can help on the Butterfree but I'm still stuck on Magmar failing to respawn. Butterfree is in Agate Village after you beat Greevil iirc, that or at Gateon Port. Just talk to all the NPC's in the overworld who aren't in buildings in either of those locations and one should have Butterfree

    Same as above for magmar.

    On 7/13/2019 at 1:32 PM, BasGamingNL said:

    is this still being worked on? (i mean the way to add newer pokemon/fakemon)

    Yes, but by someone else so I don't know exactly how far along it is.

    On 7/14/2019 at 4:14 AM, jrconlon said:

    Hello,

     

    I downloaded the UPS file, and then downloaded NUPS to patch the ROM I have that is supposed to be a US rom, and NUPS keeps saying that the files do not match.  I'm drawing a blank on what to do, and the only thing I could think of is that my Rom may not be the US rom.  If this is the case, I'm not sure what else to do.  Any suggestions would be appreciated.

    Thank you.

    Your ISO data needs to be exactly the same as the one I used to create the path. Best bet is to try a different ISO.

    On 7/14/2019 at 12:11 PM, anemonedoe said:

    Hello I have been trying to download this game only MacBook for a while but its not working.. can someone please post the recent download link? I already have the PKHEX and Dolphin downloaded.. Also Is it possible in the game to hack what pokemon are in it? I would love to start my adventure with a Delcatty in my team! 

    You can download the path by following the links in the original post. PKHex won't be useful but if you use the program "GoD Tool" linked in my description you can change it.

    On 7/14/2019 at 4:09 PM, Mava said:

    Sun does not seem to be providing a boost to the damage of fire type moves, is this intended?

    Are you sure? How could you tell? Also, just to confirm, was there a pokemon with the ability "cloud nine" on the field, such as altaria or golduck?

    17 hours ago, Matth224 said:

    I'd like to report a bug.

    In Citadark Isle, the cipher peon Katie has a Rapidash that keeps using bounce. This means that rapidash never goes into the second portion of the move and keeps going up. At least I had Sky uppercut on my Blaziken, so I was able to go through this battle pretty easily, but this can be quite troublesome for players who don't bring/have any move that can counter pokemon that use bounce/fly.

    Yes multiturn moves are bugged so they are being removed from the gane, The newly uploaded v1.2.1-2 doesn't have bounce anywhere to be seen.

    54 minutes ago, sopadequeso123 said:

    Hi! 

    I was wondering whether it would be possible to add shiny Shadow Pokémon to the game, without them having the same issue as in Colosseum, perhaps by setting all other trainers' IDs and SID equal to the player's. 

    Shinies are already available in XG. When the shadow pokemon is generated, it is generated with the player's TID rather than its current trainer's TID.


  2. On 10/28/2018 at 5:44 AM, crashtheparty said:

    Recently was able to get a mac os and so I've been trying to figure out how to get the randomizer working. It seems like it does everything well but somehow every single move that isn't a shadow move ends up with 0 base power or something. It doesn't specify they have that power, but all the moves have done 5 damage at most (that 5 damage was a crit from a level 7 mewtwo using confusion on a level 11 kabutops). Trying to figure out what happened by myself hasn't really worked. Are you able to look into it?

    It sounds like you've activated the physical special split but haven't actually assigned the physical/special categories to any of the moves.

    On 5/25/2019 at 5:19 AM, Alzhahang said:

    So I have a weird bug...every change I make in the randomizer works except that the move flamethrower only does 1 damage no matter what. Doesn't matter what Pokemon uses it, or if it's super-effective and should do tons of damage, it ONLY does 1 damage every single time. Has anyone else experienced this and/or know how to fix it??

    It sounds like flamethrower wasn't set to either physical or special and you put on the physical/special split. You can use GoD Tool to set it to special.

    I've just checked and it was a typo on my end. Will update the tool so that flamethrower is properly set to special.

    On 1/23/2019 at 10:36 PM, Duskmourn said:

    Can anyone with OSX make a Colosseum patch for me that just adds the physical/special split?

    Sorry this is a bit late but I can make this for you if you'd still like.

    On 7/1/2019 at 12:09 AM, theguyty said:

    Anything on the source code for this project being made available? Would like to port it to other OS's myself.

    All my code is in the repository linked below. It's a huge project and quite a mess though as I've been working on it for 5 years now 🙂

    I'm more than happy to collaborate on it if you want to host it publicly. I'm no good with UI stuff and platform specifics but I can help with the data structures and algorithms.

    https://github.com/PekanMmd/Pokemon-XD-Code


  3. Hi all! I moved home and started a new job a couple of months ago so I've been mad busy! I've settled in now so will hopefully be more present. Thanks to @Emalisha @PinkOnion and everyone else that has helped answer questions and such while I've been preoccupied.

    On 3/13/2019 at 7:41 AM, Marrionetta said:

    Is there a reason as to why the game doesn't use caps for menus or nouns anymore? It's figuratively burning my eyes and turning me off from the patch on it's own which is a shame cause I was really looking forward to a Gen7 Colo/XD game... (Idk why but i really don't like the fact that everything is lower case but other then that I'm really excited so see Gen7 changes~ So thank you for all that...but I would honestly pay to get the caps back @-@)

    (On an unrelated note...I kinda wished they'd just use all of Coloseeum's battle music...it was much better imo...)

    The games stopped capitalising everything at some point and personally I think it's a lot better without it. Unfortunately there's no easy way to swap between the two.

    On 3/16/2019 at 3:03 PM, DracBat said:

    Hey, when i finished the immunity Bingo Card i got a item which was called "???" but i don't know where i can find it or what it is

    That's probably a mistake in my script. I'll look into it.

    On 3/17/2019 at 1:09 PM, Lennox31 said:

    Why can't i choose my lead pokemon in the orre colloseum? Seems kinda weird tbh

    Unfortunately it's a limitation in how much I was able to do with the assembly code. I am planning to enable access to the PC between orre colosseum rounds. It's just a little trickier than the regular colosseums because you have to check that the player didn't swap in an ineligible team, for example by adding a shadow Pokemon to their team.

    On 3/19/2019 at 9:12 PM, Michael Morningstar said:

    I can't wait for the day for you to introduce Gen IV pokemon on XG. The reaction to seeing Electivire or Gallade fighting against Cipher Adams will make people go crazy. ;)

    Me too! It's been my dream since before I even started. There's new stuff being figured out about the game everyday and I'm getting help from more and more people as time goes on so it only a matter of time!

    There is someone out there working on it on and off but he's very busy. I don't want to name drop otherwise people would spam him every day asking about it 😅

    On 3/23/2019 at 4:04 AM, Starstuff said:

    I have a LOT of questions:
    -Is The Under accessible? if not, could it be implemented? Will you do it?
    -Can you rebattle Miror B anytime you want?
    -Will you add gen IV-VII pokemons?
    -Its possible to add them or you need to redo the 3d models?

    -There are wild random encounters? if not, could they be implemented? Will you do it?
    -Its possible to add some character customization like Battle revolution?
    -Its possible to add the Battle revolution stadiums maps to the multiplayer mode? Will you do it?

    Thanks for your time😄

    The under is not currently accessible but it is something I'm working on. Based on some tests I ran, it looks like it will be possible to copy the maps over from colosseum. It was really tricky but I managed to get pyrite cave working in a test version. It will still take time to actually add content to those areas though such as writing scripts for story events and trainer battles and the likes.

    Miror B. mostly functions the same as in regular XD but he does also appear in one of the rounds in orre colosseum so technically, yes you can!

    Adding new Pokemon is currently beyond my capabilities but the second it becomes feasible I'll be on it. 

    There are no random encounters the way they are in the handheld games. I think it would be fairly easy to do something similar to let's go pikachu & eve with random encounters but I can't think of a good place to add them into the game. The maps aren't designed for wild Pokemon. It would probably only work in Pyrite cave.

    Character customisation isn't feasible atm unfortunately.

    In theory it would be possible to convert the PBR map data format into the XD map data format but no research is being done into that at the moment.

    p.s. I like the username ;) 

    On 4/2/2019 at 5:47 PM, KFCutman said:

    curious to ask, why did beldum got changed to a zigzagoon? the only response i saw was about beldum largely being deadweight, but from earlier versions I played beldum was easily the mvp and zigzagoon seems more like a deadweight utility I benched almost immediately after i got it

    It's a deadweight in the sense that you don't need that many Pokemon at the beginning of the game. It also decreases the incentive to try out the many other Pokemon later on. Zigzagoon on the other hand, is mildly useful at the start but you won't even hesitate to get rid of it as soon as something else comes along. 

    Essentially I found that a lot of people would use Beldum in their first play through but then felt conflicted about dumping it in future play throughs so they could try out new things.

    On 4/8/2019 at 9:01 PM, KingLycanroc said:

    Hi. Loving the look of this hack so far.

    Does anyone a PNG of the Pokemon XG logo(for using on thumbnails/layouts etc.)?

    Thanks in advance.

    Sorry I'm late but if you still need this then let me know!

    On 4/9/2019 at 6:56 PM, Gathnix said:

    I'd like to report a bug (apologies if it's already been stated), and I couldn't seem to find anything about it. I'm playing through the game randomized (done using the XD tool), and the game freezes when I run into an enemy pokemon that has the ability Trickster. One of my starters has this ability and it doesn't cause any issues when I send it out, so I'm not exactly sure what's happening. I am playing using Nintendon't with my wii u, if that makes a difference. I will most likely go into the iso with the XD tool and change the pokemon that have the trickster ability to have something else. 

    Thanks for all the work keeping this hack up to date! Other than this bug I'm loving the game. :)

     

    EDIT: I went ahead and removed the trickster ability from all pokemon. This didn't seem to be the issue as whenever I fought the same trainer that it would freeze on before, it froze yet again. I'm not sure what the issue is, but it seems unrelated to the trickster ability. 

    I can try and look into this. Could you DM me a video of the issue?

    On 4/9/2019 at 11:02 PM, PeteyGeebs said:

    I'm not sure if this has been asked and solved in the comments before, but there are just so many pages and drop-downs in comments that I would be searching forever. Have Battle Cds been reintroduced in version 1.20? I have a ton of them but the woman in the Battle Cd Corner in Realgam doesn't seem to acknowledge that, only asked if she can help me with anything before the text box closes. I just beat Gonzap, if it's a matter of being far enough in the game. If it's for a future update just let me know.

    Also, there's a bug I wanted to mention. I noticed when my Pinsir (which isn't the bug I want to mention) uses Circle Throw that if it causes an opponent to faint it doesn't reward Exp. This one I can recreate as many times as needed, so if video would help out just let me know and I can get a clip.

    Still no battle CDs for now. I keep planning to but it's actually a lot more work than you'd think. Really makes me appreciate the original developers. It's tricky coming up with interesting strategies that also aren't immediately obvious so the player has to think about them a little. 

    That being said, if anybody has any ideas then I'm happy to take some suggestions.

    I'll see what I can do about the circle throw bug. Thanks for reporting.

    On 4/10/2019 at 8:51 PM, Reachie said:

    First, I want to say, I've been enjoying playing this a lot. But not sure if this has been asked before. In the FAQ it says in the future it might be possible to insert Gen4 Pokemon. I'm not sure it that would be possible, but once model importing becomes a thing, any plans to use Gen6 and up models considering how bad some of the Gen1-2 models look in this game. 

    I actually do have a list of all the hideous models from gen 1/2 that I want to replace if possible. It's one thing that keeps the game feeling a little dated even with all the updates I've made.

    On 4/12/2019 at 12:52 AM, nines said:

    Can someone tell me which version is the latest? I'm sorry if it's a stupid question, but I've found download links for 1.2.1 and it's from 2016, but ALSO for 1.1.5 and it says it's from 2018! So I'm confused, but I'm assuming 1.2.1 it's the latest.

     

    EDIT: ALSO, do we know which PKMN are obtainable and which are not?

    The download for the patch should contain the documentation which contains a text file with all the obtainable Pokemon and their rough location.

    Don't worry, the highest patch version number is the latest. The latest versions are always linked in the original post of this thread. 

    On 4/18/2019 at 10:07 PM, Matiri said:

    Why does sleep powder have 5 PP, as in the same as spore a move that has 25 accuracy over it?

    Why does tailwind only last 2 turns instead of 4?

    Blame @PinkOnion for that. He had this one run where he used prankster jumpluff with sleep powder and it was ridiculously OP. I knew it was kinda busted but I didn't think anybody would notice 😅. Ended up having to nerf jumpluff a bit. 

    I think tailwind last the correct number of turns. If you have footage of it lasting 2 turns then please DM me. Thank you!

    On 4/15/2019 at 1:39 PM, KFCutman said:

    Curious to ask, how did you get Deoxys-Defense in the game? I didn't even know the models for the alternate Deoxys forms even existed until Battle Revolution!

    All of deoxys' forms have data in XD because in gen 3 the form was dependent on the game you were playing, e.g. defense in leaf green and attack in fire red. Since you could do link battles with all the gen 3 games through XD it had all the forms. However, it always defaults to normal form in story mode.

    On 5/3/2019 at 7:34 AM, Lunii said:

    Anyone know where to pick up/buy extra evolution stones? Someone in this thread said they were sold in the Pyrite Town shop but the vendor there doesn't sell them. Do I need to be past a certain point in the game? I'd like to evolve my Pikachu!

    Sorry for the late reply. They were moved to being obtainable from the mt battle coupon shop.

    On 5/8/2019 at 7:36 AM, NoahLayta495 said:

    I have a Really curious Question about the first two Pokemon you get alongside Eevee; Zigzagoon, and Taillow, who replaced Beldum and Ralts I believe.

    I don't understand why replace them, seeing as having 3 Normal types to start the game is kinda a bland option, and leads a Player away from picking Umbreon as a Choice if they wanna use Linoone.

    Then again, I also do understand having 2 Psychic types to start with also leads the Player to not pick Espeon, so a Swap was somewhat neccesary, just...I do wonder why two normal types?

    They are all intended to scrapped pretty early on. There are so many great options in the game that I didn't want the player to commit to their team fully too early on.

    On 5/16/2019 at 9:23 PM, Horatio Flame said:

    What's the cheat for rare candies or any cheat

    Should be the same ones as regular XD that you can find online. Just beware that some of them may cause weird things to happen in XG since I've moved a lot of the code around.

    On 5/16/2019 at 11:06 PM, W898 said:

    Thank you for your hard work!

    appreciate it!

    On 5/22/2019 at 5:59 AM, Samury said:

    Looks amazing! Is there any way to play this on a homebrewed Wii?

    Yes. It should run perfectly on nintendon't or any other gamecube emulator for the wii.

    On 5/16/2019 at 7:44 AM, treoman said:

    When im playing this game as soon as i start up the game and get to the metagross and gardevoir battle or any battle in general my emulator just crashes and i have the most up to date version of the emulator and reccommended setting any ideas or help i can get with this?

    On 5/29/2019 at 8:44 AM, vhsknife said:

    Game crashes as soon as a move is selected in the Metagross v. Gardevoir fight at the very start of the game. I have tried using BOTH versions in the OP but they both have this issue. I have tried using multiple patching programs (including NUPS) with two clean ISOs and I can say with certainty it's not the patching process.

    and even on nintendont @StarsMmd

    I think disabling panic handlers in the settings may resolve the issue. 

    Also apart from one of the recent versions which you may have downloaded before it was fixed, it should work perfectly on nintendon't

    • Like 1

  4. 1 hour ago, XModxGodX said:

    Playing the newest version and I can’t get to relic forest after talking to Eugen the guy at the entrance is stuck in a loop of giving me berry juice every time I get near him.

    Edit: Just noticed surprisedPikachu’s reply mentions a workaround still a bit of a pain especially if you don’t know talking to him fixes it. 

    I believe I have fixed the issue and have now reuploaded the patch through the same link.


  5. First of all sorry to everyone who's had issues running the game. It was due to a bug in my code which only crashes on certain versions of Dolphin and on Nintendon't. This has now been fixed and I've uploaded a new version.

     

    On 2/24/2019 at 2:51 PM, Blob55 said:

    Could Clamperl -> Huntail change to Lode Stone and Clamperl -> Gorebyss change to level requirement?

    I'll look into something similar for future versions.

    On 2/26/2019 at 7:52 AM, SurprisedPikachu said:

    Hiya again Stars! I thought I would take some semi-thorough notes on things I notice while playing through the newest version of the game! I've got them organized below. I hope they are of some use or help to you, as I would love to contribute anything I can to your wonderful hack!

    If there's something you don't understand, feel free to ask! I would be more than happy to clarify on anything necessary! :)

    Oddities/Glitches/Misc.:

      Hide contents

    * In the randomizer, upon speaking to the sailor in Perr & his grandfather's shop (the one who gives you the items necessary for Eevee's evolutions), he will say "Oh, you were raising an Eevee, but you've set it free?". Presumably because there's no data of any Eevee in our party or box to begin with.
    * I'm not sure how intentional it is, but when you first approach the Agate Cave to speak to the man that lets you in, you suddenly obtain Berry Juice. As long as you don't speak to the man (thus having him move), you can gain a Berry Juice nearly (if not) every step within a certain range of where he is standing. Across both a randomized and un-randomized version of 1.2.0, this happens. I very nearly got caught in a softlock because every single step I took caused me to collect Berry Juice and I couldn't navigate to speak to the man fast enough before the "You obtained Berry Juice" came up. This also can be manipulated to get an infinite amount of Berry Juice (I picked up 43 before deciding that it was likely infinite and exploitable) and thus able to be sold for infinite money.
    *Does the randomizer just swap the species with one another rather than randomizing the parties in each battle? When playing in Mt. Battle, it seems that the former is occurring, which, considering that each area is essentially divided in half by typing, causes a lot of duplicate parties/species appearances. For example, the first half of Area 1 is Ghost-types; fairly basic ones such as Duskull, Gastly, and Misdreavus. In my randomized run, in this first section, each battle (in this first half of Area 1) had some combination of Ivysaur, Pichu, Salamence, and/or Teddiursa, with the "mini-boss" at #5 having Moltres and Marowak (presumably, one of them replacing the Gengar that this trainer has in the vanilla version). I have the exact same thing happen in both Colosseum and XD when a randomizer Gecko code is used, if that contributes any information.
    *Lovrina's Bae shows up in the Strategy Memo as a dupe Gardevoir. After looking at how her nicknamed Pokemon are implemented in the game (using the Gale of Darkness tool/randomizer tool) as seperate Pokemon altogether, that's gotta be why...but I'm not sure if anything can be done about that. This also happens with all of her other Pokemon that are nicknamed.
    *Something finicky that I wouldn't have noticed if not for playing a randomized copy of the game; one of the Shadow Pokemon I encountered was Unown in it's G form. For some reason, when I scroll to it and view it in the Shadow Monitor, it will show a random Unown form everytime I view it instead of the form I caught (G). This also happens when scrolling up or down and then back to Unown's entry. This doesn't occur in the Strategy Memo, as it correctly shows Unown as G form and does not change every time I view it.
    • I had randomized both a copy of 1.1.8 and 1.2.0; when I selected the TM randomizer on both, it was successful for both TMs and Move Tutor moves on 1.1.8 while neither were randomized at all for 1.2.0 after several tries.
    • I am also not sure if the option to set trade evolutions to level 36 worked or not. I tried seeing if this would conflict with the existence of the Lode Stone, but only the Lode Stone worked and not the level evolution. I'm not sure if this is because of a conflict between the two methods or because the option, just as the TM randomizer, failed.
    • A leftover from the original game is a message that shows when you beat Mt. Battle Zones 1-3. The man at the counter will say something like "Oh hey, you beat the first three zones! Now you can move on to four and beyond!" I forgot exactly what he said, but it was similar to that.
    • My opponent had a flame orb get activated when it switched out, but the text said that both it and the partner Pokemon had the orb activated.
    • Approaching Kyogre and Groudon is enough to trigger it's battle, while every other stationary requires that you press A.
    • The camera angles on menus (such as status menus, PDA, and Purification Chamber) are different between Alolan Ninetales and Kantonian Ninetales. The one for Alolan Ninetales is panned farther away.
    • As of right now I'm still working on my randomizer playthrough but completed the regular one of 1.2.0! I'll update with anything else weird I might find! :)



    Text issues:

      Hide contents

    -When speaking to Perr after getting the machine part, he says "Director,Prof. Krane" in one line of his dialogue.
    -When the Fun Old Man in Area 1, #5 is defeated, he mentions that you have to "be good to beat my Shroomish," which he does not have in his party in this game.
    -When talking to the Abra in the Mt. Battle Reception (in between areas, the one that teleports you back), the text will read "MT. Battle" in every mention of Mt. Battle.
    -Krane, in his dialogue with Naps at the Cipher Lab, has a line that reads "I'll teach you why it's such a bad mistake to create  Shadow Pokemon" (there is two spaces between the words 'create' and 'Shadow')
    -Before the Naps battle at Cipher Lab, his last line of dialogue before the battle starts doesn't end in a period (although it sounds really ominous without the period, so maybe this was on purpose)
    -Every instance of receiving the ribbon after purification (at either the HQ or Agate) shows the word "ribbon" in all caps ("_____ obtained a RIBBON!").
    -When delivering the Taylor Swift CD to the disguised Cipher Peon in the Phenac Mayor's house, she says "Sweet! It's "Shake it off"!" I think that the title of the song should be capitalized as "Shake It Off".
    -The above capitalization error happens again when checking the music player in the house after defeating both Cipher Peons.
    -There's a bookcase in the mayor's house (the bottom one) that has text reading "Phenac City'S History". Just some missed decapitalization.
    -Infestation has the description of Wrap.
    -The trainer in Area 4, #32 mentions her Psychic Pokemon upon defeat. This is a remnant from vanilla XD, and isn't correct in the context of XG (trainers in the first half of this area use grass types).
    - Similar to the one above, the trainer in Area 4, #36 talks about her Grimer and "foul-smelling" Pokemon.
    - Upon getting the 5 Sitrus Berries after clearing Area 4, the text says "5 Sitrus Berrys"
    - Same for clearing Area 5 and "Lum Berrys"
    - Area 6, #51 says "I have a thing for the Ground type." The trainers in the first half of this zone use Ice types.
    - Area 6, #54 talks about his unevolved Pokemon, doesn't have any.
    - #58 talks about resurrected Pokemon, only uses Dark types.
    - Clearing Area 6 will say "2 Rare Candys"
    - #62 says "Zone100" with no space.
    - The PDA message from Eldes received after the credits roll reads "...Phenac, Pyrite and Gateon" when it should have a comma after "Pyrite".
    - Upon defeating Mirror B. for the last time, the dialogue says "Cipher 's" with a space in-between the apostrophe and Cipher.
    - The description for Shadow Colours says "Likely to burn,paralyse or freeze the target." It should read "Likely to burn, paralyze, or freeze the target."
    - Defeating Exol in Orre Colosseum causes him to say "I-I Lost?" The L in lost should not be capitalized.
    - When battling Smarton in the Orre Colosseum, he says "pp" when it should say "PP".
    - He also says "You broke my defenses.?"
    - Gonzap says "Sangem Gang" in his introduction.
    - Gonzap also notes when he gives his title (that Eagun reads) that the player is an honorary Team Snagem member and not a Snagem Gang member.
    - Willie says "whew, you smoked my team." The w in 'whew' should be capitalized.
    - Eldes says he hones his skills at "Mt.Battle" with no space in between the words.
    - Vander has the same error in his introduction and his defeat.
    - Stars does the same in his defeat.
    - Stars' message when Eagun reads it says "Orre colosseum" when it should say "Orre Colosseum" and "Mt. battle" when it should say "Mt. Battle". Twitter might also need to be capitalized. 😛



    Other thoughts:

      Hide contents

    ~Maybe the randomizer can have some sort of option to only allow a species to appear once as a Shadow Pokemon. Somehow with 120ish available Shadow Pokemon slots, I've had a single species appear two or three times. I don't think this is a problem in terms of Pokemon from the same evolution branch both/all appearing as Shadow Pokemon (example: Bagon and Salamence) as that feels more consistent with the feeling of vanilla XG as well as feeling much less redundant than single-species duplicates.
    ~~A continuation of the above thought: I feel like single-species duplicates in the Pokespot slots aren't as bad as the Shadow Pokemon slots. The player might avoid Pokespots altogether, or feel that with the 120 ~ish Shadow Pokemon "rolls" there is bound to be a team that they find enjoyable. The only other scenario I can think of where repeats might feel disappointing is the Mt. Battle rewards due to the difficulty of obtaining the Pokemon there in contrast with Pokespots. On the other hand, the prize Pokemon are also something the player may choose to ignore or not care about receiving. The game is largely over at that point, and it's pretty unlikely to have species dupes between the three prizes. Even if it happens, it could just be chalked up to "oh well, randomizer."

    ~In a similar vein to Shadow Pokemon species dupes, I feel that maybe the randomizer could have an option to only allow a move to appear once as a TM. TMs are reusable in XG, which makes a duplicate TM useless as well as taking away a space that another TM could have filled, effectively leaving the player with less TMs. The same may go for Move Tutor moves as well.




    Needs more investigation:

      Hide contents

    -Shiny Shadow Onix turns more and more purple each time Shadow Whip is used. If in Rage Mode, it will turn more and more orange/red-ish. (occurred in randomizer)

     

    Thanks for all the detailed feedback. I'll look into them for the next version 🙂


  6. I've uploaded the latest updates for both Pokemon XG (v1.2.0) and Gale of Darkness/Colosseum tools (v1.0.1).

    Version 1.2.0 is the first version to take advantage of my new scripting language for XD so it took a while to make and a lot of time to test. Whereas I used to edit small sections of scripts at a time, GoD tool now completely rebuilds the scripts from scratch. This means there's a much smaller chance of human error but it also means that if there's the slightest bug in the scripting tool it could have unforeseeable consequences. I think everything is working fine now but if you do encounter any weird behaviour in the game then let me know as usual 🙂

    GoD tool and Colosseum tool have had a whole bunch of new features added and I've fixed all the bugs I could find so they should be a lot more reliable. I've tried to make them more intuitive but there is quite a lot there so I'll aim to make some tutorials in the near future.

    I'm also happy to announce that I've done most of the foundational work on hack tools for Pokemon Battle Revolution. It's still low priority for a while but it's very similar to XD in a lot of ways so it's been a relatively simple process.

     

    Replies to previous questions and comments:

    Spoiler
    On 11/28/2018 at 1:32 AM, killerASCII said:

    I've got a new bug to report. Shadow Cacturne used Shadow Fear on its own ally, Sharpedo. For context, I had Mawile and Weezing out, and it had used Shadow Hunter on my Mawile the previous turn, the first turn it was out. I wish I could come up with a single reason for this AI behavior, but this needs looking into.

    So it turns out that the original move in Shadow Fear's slot is actually Psyche up and it seems the AI was programmed to use some kind of Psyche up strategy to copy boosts from its ally. The AI is something I'm currently researching as it doesn't play well with a lot of the changes.

     

    On 12/6/2018 at 5:11 AM, SurprisedPikachu said:

    Hey Stars! I know you get this a lot, but I made an account so I could post in this thread. Thanks for all of your hard work, I've spent probably around 200 hours between all of the hacks and such that you've worked on (and still growing too!).

    I'm playing version v.1.1.8,  and I used your XD randomizer on it. I got to the point in the game where I can get Pokemon from Pokespots, but I think that because all of those Pokemon are randomized too, it's making the game crash. I enter the Pokespot where a Pokemon is and the screen is black with the music continuing for a few seconds before the game crashes. I have a feeling it's probably something relating to the Pokemon models that are supposed to show up, maybe?

    I play this game so often that if I run into something else, I'll be sure to let you know! Thanks again Stars, you rule!

    I'm really happy to hear that. Thank you!

    I've had a think about the issue and I know what the cause is. I've made a note to myself to make sure the pokespot script for XG works properly with the randomiser. It's not an issue in vanilla XD though.

     

    On 12/9/2018 at 3:14 PM, Marcusc04 said:

    Hey, @StarsMmd, is there an ETA on when 1.2.0 will be available? I can wait, but thought there might be an ETA since the changelog for 1.2.0 is listed in OP, but there is not a download link yet.

    Out now. Sorry for the delay. It had actually been completed a while back but by the time I finished testing life stuff came up. 

    On 12/13/2018 at 3:26 PM, face235 said:

    I nominated this game for 2018 Game of the Year (Romhacks/Fangames) over at GBATemp, and it got in! It's up against some stiff competition, so let's support this game.

     

    (Without breaking any forum rules, that is...)

    I wasn't aware of the competition but I appreciate being considered 🙂

    On 12/28/2018 at 2:38 PM, Burningocean2012 said:

    Hey,can we expect 1.2.0 in time for the new year?Really enjoying this hack. :PSMD-Cheerful:

    Sorry it's a bit late but it's here now 🙂

    On 1/22/2019 at 12:30 AM, Blob55 said:

    Will Eevee have the same stats as the one from Let's Go Eevee?

    Let's go is designed for you to keep eevee as your partner without evolving it but XD expects you to evolve it straight away so I don't think the stats are necessary. If you personally wanted a version like that I could easily make a custom patch for that though.

    On 1/23/2019 at 5:02 PM, Blob55 said:

    BTW, is there a reason why Blastoise has a lower BST than in XD? It went from 530 to 515.

    The stats in XG are rebalanced based on whatever I felt would help each pokemon be viable in its own way. 

    On 1/26/2019 at 7:16 PM, Blob55 said:

    I have a suggestion:

    Can you replace Tentacruel with Clamperl in Oasis PokéSpot? Nothing in the Clamperl line is capturable and Tentacool can still be caught in the same PokéSpot.

    I left clamperl out because its evolution is tricky to handle in an obvious way and adding both evolutions separately adds 2 niche water types in a game with many more popular options. However, I'll see if I can squeeze them in somewhere in the future. Adding new models for the pokespots is a stressful process so I've done my best to avoid adding anything new to them 😅

    On 1/27/2019 at 6:31 PM, TrainerX493 said:

    First, thanks for your previous post about the little unknown things about the game, I'm glad it gave you something to do at the time. (Late reply, I was going to ask my question in the second paragraph but I found a old partial reply the site remembered here. Don't know where I was going with it though, so this one is from scratch.) The 50% speed boost thing came from the bottom of the 1.0.1 changelog under the updated mechanics section in the op. Quote: " Most people don't know this but in XD, shadow pokemon get a 50% speed boost. This has now been taken out. "

     

    Anyway, I wanted to ask about the 1.2 update note of: " Removed some scripted events from early in the story to speed up progression " I was going to make your next update my first playthrough of XD, is the change something that I would miss if it was not there (and therefore is there a way to turn it on/off or a second patch with it still included), and is there anything else I will be missing from the base game outside of the changes to the Pokemon and a couple locked off wip areas?

     

    Edit: 1.2, not 2.0

    Hmmm... I've been working on this for so many years now it's hard to keep track and I've pretty much been learning as I go so it's possible I got it mixed up with something else back then or I'm forgetting something now but I'll double check.

    The events I took out are just really annoying events that can't be skipped. There's a whoooooole lot of talking at the start of the XD story and it really slows the game down. It's not too bad on the first play through but I've played/watched the game something like 50-100 times now so I decided to cut stuff out. None of it is actually important to the story though. It's things like being forced to listen to characters tell you about their hobbies which you can still find out by going up to talk to them.

    On 2/3/2019 at 7:10 PM, Blob55 said:

    Could you lower the levels of some of the trainers? I've fought every trainer in the game up until Snattle's first battle, yet I can't beat him, plus there's no real grinding areas in the game other than Agate and Pyrite. I also did everything in Pyrite Colosseum and I can't do the Colosseum in Realgam Tower until later.

    The game is balanced expecting the player to make full use of the game mechanics and features. There is a good selection of tactical moves available via the move tutor and TMs as well as held items and abilities to take advantage of. For example one could use the trick room TM to reverse the trick room in battle.

    Of course, as mentioned below Mt. Battle is available for training as well.

    On 2/5/2019 at 9:50 AM, RustInPeace said:

    Isn't Mt. Battle available to do some grinding by that point?

    For the last week, my internet went out, allowing me loads of free time. I played this game as a result, and I have to say thanks to the OP for this. It was a very fun game.

     

    I appreciate the kind words 🙂

     

     

     

     

     

    • Like 1

  7. Sorry for the late responses as usual. I was on the plane back from my travels in Nigeria and South Africa and I had a flash of inspiration. I've been working hard on Gale of Darkness tool and Colosseum tool. I've added a bunch of new features and made them a lot more stable so they won't crash so easily. I even managed to complete the script compiler and scripting language for XD. You won't believe the kinds of modifications that will be possible now (If you've used XSE to hack the GBA games, it's basically that for XD). I've also begun working on the scripting engine for Colosseum (which is completely different unfortunately) so hopefully we'll have something similar for that soon too.

    The new versions of the hack tools will be uploaded soon!

    Also XG v1.2.0 is on the way. Just need to test some things. Here's a list of the changes to expect:

    Spoiler
    • New item: lode stone which evolves pokemon that would normally require a trade
    • New item: aura stabiliser increases accuracy of shadow moves and prevents shadow pokemon from entering reverse mode
    • Added chilan - haban type berries
    • New item: dosha berry weakens one shadow move
    • Added items wide lens, muscle band, wise glasses
    • Experience now scales based on the level difference between the recipient and KO'd pokemon as in Gens V & VII
    • Sound moves ignore substitutes
    • Chance for protect to succeed after repeat use is now 1 in 3
    • Chance for a confused pokemon to hit itself is now 1 in 3
    • Added ability super luck
    • Fixed poison touch, rocky helmet and life orb activating when move failed or pokemon had already fainted
    • Fixed u-turn/volt switch not triggering life orb/rocky helmet etc.
    • Fixed u-turn/volt switch still switching even if the move failed
    • Fixed a bug where water absorb/volt absorb/flash fire would end surf/discharge/lava plume prematurely
    • Some shadow pokemon from the key lair appear again on citadark isle if you failed to catch them the first time and haven't caught them from Miror B.
    • Items have a much greater effect on a pokemon’s happiness
    • Rescaled the purchasing power of pokecoupons
    • All mt. battle areas can be challenged as soon as mt. battle opens
    • Removed some scripted events from early in the story to speed up progression
    • The player can access the pc between rounds at the pyrite and tower colosseums
    • The agate berry master is more useful
    • Shadow pokemon gain full experience instead of 80%
    On 10/6/2018 at 2:09 AM, Tyrantium said:

    I've noticed something strange about Rocky Helmet. When you put a Pokemon to sleep, sometimes they take Rocky Helmet damage anyway, which I learned the hard way when trying to catch Shadows. Is it because that Pokemon targets the holder while asleep even when they don't actually attack and take damage?

    This will be fixed in the next version. 🙂

    On 10/6/2018 at 2:50 AM, Tyrantium said:

    I think something's gone wrong with Chaser Tyler's Alakazam in Duel Square. I got way too much experience and my Salamence gained 5 and a half levels at Lv. 66 from a Lv. 60 Pokemon. I don't know if that Alakazam was bugged or if it's a greater issue, but it happened right after I updated to 1.1.8-3.

    I updated some of the level up growth rates for a few species including the Bagon line. As soon as it got some experience it readjusted to the new level curve. It was a one time thing and only the result of updating mid playthrough.

    On 10/9/2018 at 6:43 PM, face235 said:

    I'm totally enjoying this mod so far, but I did encounter an oddity when I updated from 1.1.6 to 1.1.8-3. I was in the middle of training at Mt.Battle, and I sent out my Swellow. For some reason, it suddenly needed 12,000 Exp. to level up from Lv.23 to Lv.24. I had to use my Rare Candy on it, and it now levels up normally.

    As in the previous response, I updated the level up rate for swellow so it just had to adjust to its new level curve.

    On 10/9/2018 at 9:24 PM, Dandra said:

    Hello there!

    I joined this site for the explicit purpose of saying how much I'm loving this hack you've made. Pokemon XD is one of my favorite games, and going through it again, trying to snag all the Shadow Pokemon, and forging through the increased difficulty is a lot of fun. I'm especially enjoying the different pokemon that I have at my disposal, and how it seems like each and every one of them are viable in their own way. And it just makes me excited to see what other Shadow Pokemon are in the game.

    That being said, I do have a complaint or two, I'm sorry to say. This specifically goes towards the AI and their decisions of choosing a move against me. Up until the end of the Shadow Pokemon lab, I felt like the AI did employ strategies and moves that would keep me on my toes, but afterwards, something seemed to changed. The AI began choosing one specific move and spamming it every turn, despite whether or not it would be useful. For a specific example, the move protect has shown up on a number of Pokemon, which admittedly isn't the problem. The problem is that if they have protect, 9 times out of 10, the enemy AI chooses to spam it every turn, despite the chance of it failing every successive turn. I've had a battle in the middle of Pyrite, battle square, where both enemy pokemon chose to spam protect, and nothing else, which forced the battle to go on for ten minutes longer, with me just trying to get a hit in, as I didn't have a pokemon with Feint. And that's my main issue with this AI pattern. If they have protect, it becomes a game of chance as to whether or not Protect will fail on the next turn or not, which just wastes my time and ends up not being a very fun battling experience. I'm not sure if it's intentional, but I'd rather the AI not choose to spam one move over and over again, especially if it's a move that just negates anything I do to it.

    This isn't the only time the AI has done this. In a battle during the Cipher Raid of ONBS, against the battle with a Shadow Torkoal, the AI had it use Shadow Burn repeatedly on a single pokemon, a Clefairy. Even after Clefairy was burned, it kept using it on Clefairy, not even choosing to use it's other shadow move.

    Apart from that, I've been having a lot of fun raising up the Pokemon here, despite the rather harsh level curved at MT. Battle.

    EDIT: I realize that I was playing version 1.0.7-4, rather than the most recent version that was released, so my 'complaints' might not even mean anything. That being said, I still am glad this is being so readily updated.

    I'm glad you enjoyed it! Thanks!

    Yeah, the game has changed very drastically since v1.0.7-4 so it is heavily outdated at this point. I'd recommend trying the latest version if you come back to XG in the future. I know some old versions float around on other sites but I upload to this forum so you can always check here to find the latest versions. 🙂

    On 11/1/2018 at 9:30 AM, Ebrethil said:

    good work and a great game, Ive been playing for over 50 hours now, but i'm realizing there is some overlap. these are:

    Shadow Bagon LV 20 is redundant with the Shadow Salamence LV 60 that you get later, and Shadow Marowak LV 36, is redundant with the Shadow Marowak again at LV 56.

     

    also, over 30 of the wild pokemon that you put in are ones who have Shadow counterparts or are in the same evolutionary chain. i counted 31, but i may have missed some.

    are these intentional overlap? I'm pretty sure the shadow pokemon overlap was accidental, but idk about the wild encounters. It's just really depressing to work at leveling up my Larvitar all the way to 50...and then just being handed a Tyranitar by the game. smh. lol

    For the next update, do you think you could at least put in a note about which pokemon are catchable as shadows and which are not in the Wild Pokemon section of the documentation plz?

     

    I've included a very patchwork modification to the list showing which wild pokemon are redundant and which are 'cleared'.

    XG Obtainable Pokemon List - Copy.txt

    It's all intentional 🙂

    I don't think there's a problem with having multiple ways to get the same pokemon since people have very different play styles. Just about every useful pokemon is obtainable and I add in any that are requested so it's not like they're taking up spaces that would have gone to other pokemon. 

    If you choose to train up the pokemon from the start, by the time you catch as well as purify the ones from the end of the game the original one will be a whole lot stronger. The late game ones often come with exclusive moves that they can't normally learn while the original ones often have a few moves that can only be learned before they evolve meaning the late game ones won't get them even if you visit the move relearner. This gives them a little bit of variation.

    By citadark isle since most people have already cemented their team so any pokemon on citadark is really just for show.  Those pokemon need to be obtainable before citadark isle otherwise nobody would ever get to use them. 

    Furthermore for people who don't do the post game (in my experience most people don't) it doesn't really make a difference what the last few shadow pokemon are so might as well make them a challenge. Plus a lot of people who do stay for the post game hadn't trained those pokemon or in the case of the pokespot ones may not have even seen the pokemon. Having them available as late game shadows gives options for the post game that don't require playing around with the RNG of the pokespots or the grind to catch them up in levels.

    One of the shadow marowaks is alolan so they aren't actually duplicate shadow pokemon.

    I've watched a lot playthroughs of the game and this was what I felt was the best solution in order to accommodate as many different play styles and preferences as possible. I hope I explained it properly! 

    On 11/3/2018 at 2:29 AM, killerASCII said:

    Made an account just to post this. As someone whose favorite game of all time was Gale of Darkness, this has been a fun mix up over my usual replayings of the game (gripes about name changes aside, particularly with the Hexagon Brothers). I have noticed a pretty odd bug. I used my Breloom's Spore to put Muk to sleep, and when its turn came, it obviously was fast asleep, but Poison Touch still activated and poisoned my Breloom. I'm going to guess this is something similar to the Life Orb glitch you used to have. Also, Flame Orb and Toxic Orb seem to damage you on the turn they activate, but I'm assuming that's something you're aware of and considered too minor to fix for now. Lastly, is there any resource on the effects of (particularly held) items? It's mostly important for the original ones like the Aura Booster and then something like the Focus Sash, which is supposedly infinite use unlike the main series, but that's not in the description. Regardless, this has been a great experience, and I look forward to finishing the game (was doing Realgam Colosseum before Snagem Hideout, found the Poison Touch bug during the final series, immediately made this post).

    I have now fixed the bug with poison touch activating even when the pokemon is asleep for the next update. I didn't actually consider that the flame orb and toxic orb don't damage the holder on the turn they activate so thank you for informing me. I've added it to my todo list.

    On 11/8/2018 at 5:51 PM, sp00nd said:

    Created an account just to give you this tip:

    Buy poke snacks from Agate Village only! the ones from Pyrite are garbo and don't work. Figured that out late in my playthough

     

    Edit: The version 1.1.6-2 fixes this issue.

    Edit2: I just updated from 1.1.6 to 1.1.8-3 and upon KOing the first 'mon my salamence gained so much xp it went from level 51 to 56 for some odd reason. Weird.

    As mentioned in one of the earlier replies this is simply due to Salamence's experience growth rate being updated in the new version. It's a one time thing the first time it gains experience as it adjusts to the new level curve.

    On 11/11/2018 at 12:49 AM, Protonyx said:

    Not sure if this bug has been reported or not, but I swapped my Donphan into a Volt Switch and it said that Donphan was immune, which is to be expected. However the opponent still got to switch mons. 

    This has been fixed in the upcoming update 🙂

    On 11/14/2018 at 10:50 PM, Matiri said:

    Question: does Clefairy learn Follow Me? It hasn't as of level 38.

    I had to make a very difficult choice between keeping follow me and implementing wide guard use follow me's code as the basis. I chose wide guard as it gave an important counter play option against spread moves, especially the broken shadow ones that I would have had to make really weak instead. I have strategised a method to program follow me back in from scratch though so it will come back in a future update!

    On 11/21/2018 at 5:51 AM, dontkillSif said:

    I offer the following image for inspection.  I tested the move and it does what Hammer Arm is supposed to do, but has what appears to be metronome's description.

    Hammer Arm.png

    Also, at the Realgam Tower in the center of the main room where you'd enter for the colosseum, the screen flickers to a stretched aspect ratio for some reason.  Not sure what's causing that.

    Other than those things, everything seems really good!

    PS.  When will battle bingo come back 😜

    One other question, there's no gen IV pokemon in the game?  Was wondering if I'd be able to evolve the murkrow.

    Thanks for letting me know. This has been fixed for the upcoming update.

    You've been around for a while so you've probably seen me say this a lot but it's coming soon 😳. It's just a lot of work figuring how to make the puzzles interesting and not too obvious. Also requires a lot of testing and fine tuning to make sure everything plays out as expected. It doesn't help that I keep changing the game mechanics hahaha.

    No gen IV pokemon yet but maybe by this next year? More powerful people than I are working hard on the model and animations side of things. 

    On 11/21/2018 at 9:18 PM, CobaltKite said:

    So when i Heard about this hack I saw that you get a beldum as a starter with your eevee. Well when i patched and started my game i had a zigzagoon instead of a beldum. Anyone know what went wrong and how to fix? or am i just missing something?

    I found zigzagoon was a better fit for the start of the game based on a lot of footage I saw. 🙂

    On 11/22/2018 at 2:20 PM, Emalisha said:

    There's no Calm Mind TM in this version of the game. Dusclops can't learn the move currently.

     

    At the current moment no. But you can use an eviolite on Murkrow and any other pokemon that gets an evolution (not mega obviously) in later gens.
     

    You mean battle simulator? Bingo is in this game, battle simulator got removed temporarily though.

     

    You can get a Metang in the cave poke spot. 

     

    Follow me isn't in this version of the game. Can't add moves, can only replace them. That's the only reason I can see as to why Follow me wouldn't be in this version. Don't know the reason why it had to be one of the better doubles moves though.

     

    A Tyranitar that you made evolve from a Larvitar will almost always be better than a Tyranitar you just caught (only wouldn't be if you only used rare candies to level him up and the second one has a better moveset / nature or better IVs).

    Thanks for filling in for me while I was gone! Also, I really enjoyed your youtube playthrough of XG. Was sad to see it finish 😭

    On 11/22/2018 at 4:43 PM, gs82139 said:

    Does anyone know if you can buy/obtain more than the 10 Shade Balls you're given with the master ball? Those would be really handy going into Citadark Isle.

    There are a limited number because they're very OP 🙂

     


  8. On 10/3/2018 at 7:28 PM, Tzuzu said:

    I'm not sure how to edit models so I'd need to do texture replacement through dolphin to check, but you think if I could get it looking decently good it could help its chances of being in? It'd be such a nice thing to have alongside the nintetails

    If it looks good enough I'll happily add it in. I'm not the most artistic myself so it's entirely possible that someone a little more competent could make it work. ?

    The texture files you use in dolphin are the same ones I'd use so if it looks good you can just send them my way and I can do the rest.

    I'll also record the process at some point so it's documented for future reference.

    19 hours ago, Michael Morningstar said:

    Hey StarsMmd, something's wrong with the newest update.

    Did you happen to confuse Version 1.16 with 1.18 when you fixed the bugs for the latter? The reason I'm asking is because the moment I update to the newest one, I suddenly notice that all my Ability Capsules got turned into Wise Glasses? When I rushed over to Mt. Battle, I notice that the Ability Capsules and a few other TMs got removed? 

    36 minutes ago, Drexdo said:

    I also noticed that my Bagon has now Attract instead of Fire Fang

    Yep, my bad! Accidentally uploaded my back up copy. Currently uploading the actual v1.1.8-3.

    The real v1.1.8-3 is now available under the same link. Sorry for the mix up!


  9. 9 hours ago, duelistjp said:

    well maybe i just never noticed in the original xd but i just went to mt battle for the first time after getting the info from xander and it says i can start my challenge in the first 3 areas.  shouldn't i have to start from the first? also is there documentation readable in a normal text editor.  the documentation seems to be missing ton and has lots garbled at least when i use text on chromeos to look at it.  it mentions apple sometimes though does it need to be read on os x?

    Yes this is a feature in vanilla XD. IIRC, you can't proceed to area 4 until you've completed each of 1-3 but you are free to complete them in any order. Now that you bring it up I think I may look into making all areas accessible from the start. It's nice to have the option to choose a suitable level to start at.

    As for the documentation, it was only brought to my attention recently that people were having trouble reading it. I was so used to it I hadn't realised it wasn't that intuitive ?. I've started included instructions in the most recent updates.

    Essentially, the information in some of the files is specifically aligned for easier viewing but this means that if it doesn't all fit on screen in looks weird. You need to increase the window size and/or decrease the font size until it all lines up properly. 

    Before resizing it looks like this:

    178610254_ScreenShot2018-09-28at15_41_12.thumb.png.b78fb1bca70cb56c12b53c8a01d21fa4.png

     

    But after resizing it should look like this:

    1554181695_ScreenShot2018-09-28at15_41_30.thumb.png.674424b462478719ccf774e5154da119.png

    Alternatively, if the program you're using has an option for "word wrapping" you can turn it off and it will give you the option to scroll across a line rather than breaking the alignment.

    The documentation files are automatically generated by code since it would be far too much work to do by hand and keep up-to-date with the latest version updates. I'll look into some other formats. ? 


  10. 19 hours ago, Tzuzu said:

    Any news on possible getting Alolan Sandslash in?

    Retexturing the XD Sandslash model looks pretty horrendous so it will have to wait until custom models can be added. There is currently no time frame on this though. ?

    6 hours ago, frostycold said:

    I encountering a bug where if my pokemon gets frozen the whole game crashes any idea how to fix this?

    Thanks for reporting! This has been fixed in v1.1.8-3 which is currently being uploaded.

    EDIT: Pokemon XG v1.1.8-3 is available for download.


  11. On 9/24/2018 at 4:58 PM, InsaneGlitch said:

    I was going to ask, are there any plans on adding mewtwo to the game? Since it's the only legendary not available in this hack. Also, I was wondering if there was a way you can develop like a hardcore mode for people who would like to do a challenge run, shadowlocke, etc? I think that would be amazing, with a steeper level curve and possibly harder battles? I love the hack, I'm so glad you took the time to make something as amazing as this. You have my vote for years top rom hack!

    On a side note, is there a way to edit the ups file for the hack? Because I was wanting to go in and change a few things to my liking as to make it harder for myself.

    It's just dawned on me that I didn't answer your question in its entirety. As for the built in challenge modes I don't think it would be worth the work when there's a long history of players creating and self enforcing whichever rulesets they please. Especially with there being so many versions and variations of them. In terms of simply making the battles harder that is certainly feasible. Of course the levels can always be increased but also most NPC teams have min EVs and IVs and a neutral nature. This could be changed so that they are more competitive. The movesets could also be more optimised and even the choice of pokemon themselves could be improved. I've considered making different variants of XG but the game still changes so frequently that it wouldn't be feasible to keep updating multiple versions. When everything is more or less locked in I can start thinking about such. Of course, there are hack tools available and I welcome anyone to use XG as a starting point.

    It isn't possible to edit the ups file directly in a meaningful way. The patch file just tells the patching program to change certain bytes in the ISO from one value to another. It doesn't in itself contain any information about the game at all and could theoretically be applied to any file. Just when applied to the exact data for Pokemon XD, changing those particular bytes happens to produce the exact data for Pokemon XG. That's why it's common to distribute such mods via patches - it avoids the legal drama of distributing copyrighted files and it's up to the end user to procure the original data (hopefully legally). ?

    If you want to make changes then the best option is Gale of Darkness Tool (link in my signature). It's for Mac OSX only for now though as that is the current scope of my skillset. If you don't have access to a mac you'd need to either borrow one or set up a virtual machine.

     

    4 hours ago, TrainerX493 said:

    Hi, this looks like a really great hack, and I learned a lot of interesting things about the base game, like how shadow sky boost shadow attacks, shadow Pokemon gets a 50% speed boost (is that a flat 50% boost or a stage 1 boost?), and that there's shadow levels of the Pokemon (Farfetch'd). Are there any other interesting workings of the game?

    Some thing I always wondered about was do shadow Pokemon have 3 types with the shadow being its 3rd, or is it just a flag saying to resist shadow moves and similar effects but otherwise just the same type?

    I saw that there was a limit to the # of shadow Pokemon you can add, is there a similar limit to the number of Pokemon, moves and abilities you can add or is there more than enough room to work with?

    You mentioned possibly adding fakemons to the hack, that and other newer gen Pokemon would be awesome, but I'm curious if you had any in mind and what they might be.

    I also wouldn't mind making some custom textures for shadow Pokemon, or at least stuff like the dog trio. But I need more free time to do the stuff I'm supposed to do first and wasn't sure if you want anything like that anyway.

    I don't recall where the 50% speed boost comes from. It may have been an old misinterpretation of the shadow levels before they were discovered, unless I'm forgetting something.

    It's a common misconception that there's a "shadow type". Shadow moves are all set as normal type moves by default. However, if a move's ID is after all the regular moves then it is treated as a shadow move. The damage calculations treat shadow moves as ??? type (not a shadow type but just the type used for the move curse) which is neutral against all other types. After the damage calculations, a special check is done to see if it's a shadow move and whether or not the target is a shadow pokemon. This is then used to override the super effectiveness of the move. This code also checks to see if the move is weather ball under shadow sky and if so applies the same rules as shadow moves. It makes sense this way otherwise shadow moves would deal 4x damage to pokemon with 2 types as the shadow type would be super effective against both types. As a result, there is no flag or data value that makes a move a shadow move. The game always just checks if the move id is at least 356 (psycho boost, the last gen 3 move by id, is 354). In order to add more shadow moves in XG, I had to rewrite the game's programming to check a flag (I happen to use the HM flag since it's irrelevant in XD apart from stopping you from deleting moves) rather than basing it on the id number. 

    The limit to the number of shadow pokemon is based on the fact that all the shadow data is stored on the memory card. I have no idea where to even begin with restructuring how the game saves its data so at least for now I would not be able to increase the amount of space allocated for it. Fortunately, Genius Sonority allocated enough for 128 unique shadow pokemon even though they only used 83 in the end. It's possible that there happens to be some extra padding or unused bytes after the shadow data in which case it could probably be expanded a little further but I haven't looked into that. The pokemon, moves and abilities don't have this restriction. While they don't have extra space by default, it's a relatively straightforward process to move the data tables to a position in the file with enough free space to accommodate the extra data. The real challenge is finding data that can be removed in order to create the free space. The US version of XD curiously contains the localised text for the European language versions. I took all this data out as it was completely unused in the US version and this didn't pose any problems.

    In order to keep the game feeling authentic and familiar I don't intend to add fakemons in XG (but maybe in another hack or variant of XG). As for later gen pokemon my first priority would be gen IV pokemon that evolve from previous gens such as rhyperior, electivire, gliscor, weavile, etc. Following this would be as many pokemon as I can fit in so would be an attempt to choose popular pokemon. Technical considerations also have to be taken into account. E.G. I don't currently have the prowess to program abilities like stance change for aegislash or illusion for zoroark and I can't do mega evolutions either. When it comes to the models and animations I'm a total noob so once the gurus figure out what's possible it'll shape what direction it goes in. 

    As for other little know tidbits...

    Shadow pokemon have custom catch rates which override their default catch rate for their species. However, the vast majority use the same catch rate as the species anyway. IIRC the few exceptions are the first shadow pokemon (teddiursa/makuhita) which are set to max catch rate of 255, the legendary birds in XD which are set to 25 and the legendary beasts in Colosseum which are set to 15.

    In XD each shadow pokemon has a hidden value I call "aggression" which determines how often it enters reverse mode. It is a value between 1 and 5 and the lower it is the more likely the shadow pokemon is to enter reverse mode. I haven't looked into colosseum enough to know if it has a similar system.

    It is commonly stated online that colognes (vivid scent etc.) increase a pokemon's happiness. I found no evidence of this in XD. I haven't look at colosseum though.

    In XD, there are files for unused beta thumbnails for each area that you see on the world map. 

    These include one with an early design for the protagonist in an early gateon port: 

    582879266_ScreenShot2018-10-02at00_23_19.png.072f835455fda23b1954c0a7e3e12ac2.png

    Not as interesting but here are the rest: old map snapshots.zip

    When you fail to catch a shadow pokemon, you can reattempt the snag from miror b. When you encounter him the shadow pokemon he has is randomly generated. I'm not sure if this has been documented anywhere but each shadow pokemon is given a certain weighting. The shadow pokemon from admins have a lower weighting, making them less likely to be chosen.

    Bonsly is playable in the special battle bingo card. The developers only filled in just enough data for bonsly to work in battle bingo so it's missing key data such as its exp rate which mean that it doesn't function when hacked into your possession. It is pretty straight forward to add the rest of the data though. Munchlax on the other hand has no data whatsoever in XD apart from its name. It doesn't have a battle model, cry, stats, icon, moves, etc. 

    When the spot monitor is triggered, a random pokemon is chosen to appear at the pokespot with a certain pid, ability, gender, nature, etc. Upon visiting the pokespot the pokemon is actually generated. The game checks the species of the pokemon and uses this to find it's pokespot data to figure out the level range it can be generated at. The devs put in a fail safe check before the pokemon is generated so that if the data can't be found (e.g. a pokemon not in the pokespot list is chosen), it'll generate a default pokemon. It isn't possible for this to happen during normal gameplay of XD though. The default pokemon are hoppip for oasis, sandshrew for rock and interestingly, geodude for the cave pokespot. Geodude isn't one of the options at any pokespot in XD but this suggests that it may have been in an early build of XD.

    This is mainly stuff that I believe had not been discovered before I started. If anything else comes to mind I'll let you know but that's all I've got for now ?

    Thanks for keeping me occupied while waiting for the upload of the new update!

     


  12. I found a an issue which causes the game to crash at the Cipher Key Lair in v1.1.8 and prevents progress in the game. I have fixed it in v1.1.8-2 but will not be able to upload it until later today.

    EDIT: v1.1.8-2 is now available for download.

    On 9/28/2018 at 11:20 PM, EtrianThotyssey said:

    Awesome, excited to try out the new patch!

    Enjoy your time in Africa!

    Thank you!

    On 9/30/2018 at 12:53 AM, Xeno1023 said:

    I just caught a scyther and want to know could I get scizor without trade?

    Pokémon that would normally require a trade evolve at level 40 in XG.

    On 9/30/2018 at 7:11 AM, Tyrantium said:

    In the same vein as Dusclops, I noticed Gengar can't learn Energy Ball either. I swear I'm not finding these intentionally.

    This has been added in v1.1.8-2.

    On 9/30/2018 at 9:08 AM, Tyrantium said:

    Also, does anyone know where the rest of the Shadow Machines are? I'm already at the end of Citadark Isle and I still only have the SM for Shadow Rush.

    There are only 2 shadow machines so far. The second is obtained in the post game. I will add a couple more in a future update.


  13. Sorry for the late response. I've recently traveled so I'll be in Nigeria for a bit and then heading to South Africa for a little while.

    I have completed Pokemon XG v1.1.8 and it is now available for download! Here's what's new:

    Spoiler

    v1.1.8
    Bug Fixes

    • Fixed battles not ending immediately after defeating last pokemon
    • Fixed sitrus berry not working outside of battle
    • Fixed herbal medicines not working
    • U-turn and volt switch no longer switch if the move was protected against (still not perfect)
    • Fixed trick room ending message happening twice
    • Updated descriptions and images of battle bingo cards
    • Fixed a bug that caused some spread moves to fail when they had 1 pp remaining
    • Better hit boxes for overworld legendary encounters
    • Snow warning uses the proper animation for hail
    • Fixed a bug where the move foul play crashed the game on the Nintendon’t emulator
    • Pokemon no longer take life orb recoil damage after they flinch
    • Fixed some animation issues after abilities activate

    Quality of Life Changes

    • Two NPCs in the Cipher Key Lair give PC access and one for healing
    • Decreased mt. battle levels for easier training
    • Starter pokemon can be female
    • Added item ability capsule
    • Hail/sandstorm/shadow sky residual damage animations are skipped
    •  

    Updated Mechanics

    • Electric types can’t be paralysed
    • Spore/powder moves don’t affect grass types
    • Prankster moves don’t affect dark types
    • Ghost types can’t be trapped
    • Toxic doesn’t miss when used by poison types
    • Gen 7 critical hit ratios (base critical rate is 1/24 ~4%)
    • Moves that target both foes (e.g. blizzard) have their power reduced by 25% (normally 50% in gen 3)
    • Moves that target all other pokemon (e.g. earthquake) have their power reduced by 25% (normally no reduction in gen 3)
    • The following moves thaw the user if frozen: flame wheel, flare blitz, sacred fire, scald, shadow tribute, shadow blaze
    • Added abilities defiant, competitive, sniper, unaware, poison touch and poison heal
    • Added held items toxic orb and flame orb
    • Figy, Wiki, Mago, Aguav and Iapapa berries work as they do in gen VII
    • Berries activate after each move rather than at the end of the turn
    • The ability justified gives a +2 attack boost when hit by shadow moves

     I spent some time testing things out on this version but I didn't have the space to bring my wii u with me so I didn't make it to the end of the game. I have fixed the few bugs that I encountered so it should be pretty stable. My focus was making the game more stable and polished as well as really making it feel like gen VII mechanics.

    V1.1.8 is compatible with save files from v1.1.6 but there will be some inconsistencies like some pokemon changing abilities or some shadow pokemon having different shadow moves. However, for the best experience start a new save file ?

    On 9/23/2018 at 11:13 PM, Xeno1023 said:

    so i just patched a normal rom of xd to XG and instead of a beldum in my party i got a zizagoon?

     

     

     

    I replaced the beldum with zigzagoon in a recent update. It's a better utility mon in the early game and from watching a lot of playthroughs of XG I felt beldum ended up being dead weight, especially with how slow the start of XD's story is. It was either boxed immediately or became an extra pokemon to balance exp around really early on. I added metang at the pokespots so it's still obtainable pretty early on.

    On 9/24/2018 at 4:00 PM, Emalisha said:

    Hey !

    First of all, thanks a lot ! As a huge XD fan, I absolutely love this hack. It's everything I wanted to have on the switch as a sequel for this awesome game.

    Anyway, any chance to get the move "Strenght Sap" at one point?

    Oddish, Bellsprout and Hoppip can learn it through breeding in USUM and I'd love to have it on my Vileplume in this game !

    And once again, thanks a lot, the hack is really awesome.

    I appreciate the kind words. ?

    I've added it my to-do list for the next update but IRL commitments mean I don't quite have the time atm.

    On 9/24/2018 at 4:58 PM, InsaneGlitch said:

    I was going to ask, are there any plans on adding mewtwo to the game? Since it's the only legendary not available in this hack. Also, I was wondering if there was a way you can develop like a hardcore mode for people who would like to do a challenge run, shadowlocke, etc? I think that would be amazing, with a steeper level curve and possibly harder battles? I love the hack, I'm so glad you took the time to make something as amazing as this. You have my vote for years top rom hack!

    On a side note, is there a way to edit the ups file for the hack? Because I was wanting to go in and change a few things to my liking as to make it harder for myself.

    I have a whole big Mewtwo post-game quest in mind. The post-game for XD needs more content and Mewtwo deserves a big introduction.  I'm working on completing a proper script editor which will make it a lot easier to make large scale changes. I can't say it'll be added soon but it'll be cool. ?

    On 9/24/2018 at 7:46 PM, Tsukichan6272 said:

    I just relaunched the game for the first time in a couple months, continuing from where I left off in the Cypher Base.. But I think my Charizard has changed? When I first obtained it (level 43 encase there is a second one later on) I could have sworn it had Drought, but now it's ability is Tough Claws? I get Tough Claw's is the ability of it's X form, but I've always loved Y and was super hyped for my Drought Zard bringing devastation. Does the Charizard always have Tough Claws? Every other one I've encountered from Trainers has Drought 

    Charizard can have either drought or tough claws as its ability. When catching it as a shadow pokemon it'll be randomly assigned on or the other. I can't see why the ability would have changed other than using a save editor or cheat codes. Another possibility is that you had reset the game without saving after catching it and the first time you caught it had drought but the second time it had tough claws. Besides that I'm not sure what else could have changed it.

    On 9/24/2018 at 8:59 PM, Michael Morningstar said:

    Very glad that an Ability Capsule will be released in a future update. This is a godsend; every time I edit a pokemon's state on that Gamecube Save Editor, it ALWAYS changes the special ability, even if I'm not touching that pokemon at all. This is a reason why I couldn't use many of the pokemon since their abilities constantly change.

    How will we obtain the Capsule? Can it be purchased from a store? Can we use it as many times as we want?

    I finally invested some time into making a proper assembly compiler. The way I used to do it was pretty slow and I feel silly for not doing it sooner. It's made it so much easier to reprogram the game and I've been able to make a lot of the more tedious or lower priority changes that I would have previously dreaded and it's made more ambitious routines like the ability capsule's feasible. 

    The save editor issue has been quite troubling and I had previously planned to edit the source code to be compatible with XG but it would require me to rewrite it every time I made the tiniest update. When the game is more or less complete (in like another year or two) I'll consider it. At least for now the capsule mitigates the most pressing issue of it changing abilities.

    The ability capsule is one use only but can be obtained infinitely. It can be purchased as a Mt. Battle prize using poké coupons and there are a small handful given for free here and there. 

    16 hours ago, Jayrod said:

    Hey @StarsMmd, been playing through the game again on v1.6.1-2 and ive noticed a few odd things that i didnt see you mention on the upcoming v 1.8. First is im using a life orb on a pokemon and say i use a attacking move but i get flinched (like from fake out) i still take life orb damage. Also I know you said you fixed the poke snacks from pyrite town but the poke snacks i bought from there and also from phenac city dont work. When i sort the bag it seems like the game is reading them as a different item because it puts them near the top of the bag instead of the bottom. Also when i go to a poke spot it says i dont have any in my bag. And last thing i noticed is a very minor thing but after i get the snag machine from team snagem and i catch the shadow absol form mirror B, every time i try to reset to get a different ability/nature, the absol always has a impish nature. I resetted like 10 times but it was always impish. Again its not a huge deal but its just something i noticed. I know you work really hard on this game to fix all the minor things and i really appreciate what you do, i havent had this much fun playing pokemon in a looooong time. I cant wait for the next update to come out. 

    Oh I actually have a quick question. I knew in later generations kings rock doesnt stack with moves that have flinch chance so is that also true in this game since its based on later generation games? Or can i use kings rock with moves like crunch and iron head to increase the chance of flinch? Thanks again for all the help and all the hard work you do. 

    I had planned to fix the life orb recoil damage when a pokemon flinches in a future update but since you brought it up again I gave it a quick look and it wasn't too difficult in the end so it has now been fixed in v1.1.8. 

    I hadn't properly updated one of my lines of code from years ago so the one obscure little file that contains the pokemart data wasn't actually being compiled. I compiled it manually in testing so it seemed fine but that didn't translate to the final product. I believe it should actually be changed in v1.1.8 though.

    In XD, shadow pokemon are randomly generated the first time you encounter them. After this, their ability, gender, nature, IVs, etc. are saved and will not change in future encounters (The exception is Zook's Zangoose which is only set when you fight him yourself. The first 2 times you see it aren't set in stone and it's common for it's gender to visible change between appearances). You would have had to reset the fight with Gonzap to change its stats. 

    King's rock does not stack with flinching moves in XG. XG aims to be as close to gen 7 as possible in terms of mechanics and it's getting pretty close!


  14. 18 hours ago, sparkswordkirby said:

    I tried this but there's no utility in the save editor that allows me to modify my coordinates/location:( Is it possible for you to quickly modify it to bring me back somewhere normal again?:x

    Edit: Attempted to see if i could use dolphin's cheat search tool to find the addresses for the mc's xyz coordinates but i realized i don't know what to look for cause i don't even know the current values@_@

    I believe I've figured out a method of calculating the coordinates but it's not so simple and the address moves around. If you send me your dolphin memory card file I'll see if I can sort it out for you. ?


  15. On 9/18/2018 at 2:02 PM, InsaneGlitch said:

    Ah ok. I'm playing on version 1.1.6-2. Also, thank you for the info on the legends.

    Here you go: Pokemon XG Etrian.ups

    This patch should allow you to catch shadow pikachu finally. I got a bit lazy so I gave it to the super trainer outside the pokemon hq lab. You can just battle him again until you get it. 

    Apply the patch to a clean ISO.

    12 hours ago, EtrianThotyssey said:

    Hello again and I cannot stress how much fun this romhack is! It's been taking up a lot of my free time lately and I have no regrets :)

    I ran into a potential issue recently involving Surf and a teammate with Water Absorb. When I used Surf, the first thing that happened was that Lapras's ability triggered and it got some health back - then the attack was totally finished. The enemy team wasn't hit by Surf at all. I'm posting to see if this is a bug with the romhack or legitimate Pokemon XD behavior.

    I'm really happy to hear that ?

    Yes, it is a bug of which I am aware. I made surf work like earthquake so it hits your ally as well, which it doesn't normally do in gen III. However, water absorb and volt absorb aren't programmed to take earthquake's effect into account since it doesn't need to in the vanilla games.

    Storm drain and lightning rod initially had the same issue when I added them but I managed to fix it. I can do the exact same process for water/volt absorb but it's been a lower priority than some other stuff (mainly because it's tedious and only one or two people had even noticed the bug anyway).

    I'll have it fixed soon though!


  16. 14 hours ago, NotNiceHotIce said:

    @StarsMmd I'm playing on 1.0.7-2

    Try this patch and let me know how it goes. Apply to it to a clean ISO.

    Pokemon XG v1.0.7-4.zip

    12 hours ago, Jayrod said:

    @StarsMmd The patch worked! Thank you so much for your help. With suicune caught I have caught all pokemon possible in the game including wild and shadow. Now i just need to finish the Orre Colloseum but the sixth challenge is causing me some issues tbh. But thank you again I really appreciate the patch. But unfortunately I just found out that the update changed my Zapdos' ability from drizzle to static, he was my plan to defeat the Orre Colloseum :(. But its ok though, now that you have enabled to see shadow pokemons nature before you open their heart I plan on starting over anyway and making a whole new team. You keep updating the game to make it better and it always makes me want to start a new game to experience it. Thanks for all the hard work keep it up!!

     

    I'm glad it worked! If you'd like to finish off your run you could always switch back to the previous version you were using now that you've got suicune. ?

    11 hours ago, InsaneGlitch said:

    I had messed up the patch at first is why I missed it. Thank you. How does one trigger the legendary events? If you don't mind me asking.

    Edit: It says "Downloaded from the Drive" on Shadow Pikachu. Does that mean its never going to pop up? I've sat in game for about 6 hours now trying to get Mirror B to pop up. 

    Ah, I see. It doesn't sound like you'll be able to catch it then. If you tell which version you're playing on I can help you reset the flag for shadow pikachu's trainer, allowing you to battle her again. It looks like for whatever reason you didn't actually encounter it in the first place. This time you should be able to catch it and even if you knock it out it should go to Miror B. as normal.

    The legendaries are triggered at certain points in the story. There is usually some dialogue to inform you when they are available. The legendary beasts are available once you beat Gorigan at the Cipher key lair. The weather trio are available after you beat Greevil. 


  17. 22 minutes ago, InsaneGlitch said:

    So i just recently found this, and have a few questions regarding certain encounters. Did I miss the Shadow Pikachu encounter? Also, how does one go about enabling the Raikou, Entei, Suicune, Ray, Gdon, and Kyogre events? I love the hack, thanks again. PS: I've already caught every shadow pokemon bar pikachu, absol, ho-oh and togetic.

    The shadow pikachu shouldn't be possible to miss. It was right at the beginning of the game in the Cipher Lab. If you check your shadow monitor in the PDA menu does it show as seen? I assume you knocked it out and will need to get it from Miror B. 


  18. 19 hours ago, Tyrantium said:

    Why can't Dusclops learn the TM for Earthquake?

    I did all the movesets from scratch and didn't reference the canon movesets because it would have taken far too long. I'll add it in the next update.

    On 9/5/2018 at 6:19 AM, Jayrod said:

    Thank you for the help!

     

    Pokemon XG v1.16-2 Jayrod suicune fix.ups

    Here's your patch. Apply it to a clean ISO and you should be able to continue playing as normal. I haven't been able to test it so let me know if it works. You'll still only have one chance at suicune so good luck ?

    17 hours ago, NotNiceHotIce said:

    @StarsMmd I recently beat the game and decided to face Greevil a second time to get those shadow pokemon I missed. I started the battle with him and he had no pokemon. Is this intended? If so, where can I find the shadow pokemon I did not obtain from him? 

    Which version are you playing on? This was an issue a while back was fixed in a later update.


  19. On 9/14/2018 at 2:54 PM, Datch said:

    Also is there a macho brace?

    I stand corrected, it's the reward for beating pyrite colosseum the second time.

    On 9/15/2018 at 3:16 AM, Jayrod said:

    I found groudon and as soon as I found him i bursted out laughing. And im currently playing on v1.1.6. Should I update to v1.1.6-2?

    Happy to hear that!

    v1.1.6-2 fixes some of the bugs in v1.1.6. I'll make you a new patch based on v1.1.6-2 which will still be compatible with your save since it's from v1.1.6.

    21 hours ago, Datch said:

    I bought some pokesnax but it won't let me lay them out. What do i do?

    Sell or toss out the ones that didn't work. Certain pokemarts sell invalid pokesnacks. I believe the ones in Agate village are good and they should all work in v1.1.6-2.


  20. On 9/5/2018 at 7:42 PM, Hiiragi Junior said:

    Hello.  I came across this game a couple of days ago and decided to give it a try.  This is amazing work you’ve done with this.  I’m getting my rear handed to me in some of these boss battles but the difficulty is a huge breath of fresh air.  

    I’m really impressed you managed to get alolan forms in here.  Don’t know how you managed that but very nice touch.  

    Thanks for the kind words. Its all a lot of hard work and perseverance, plus I had help from some talented individuals. Compared to the things that will be possible soon, that's nothing ?

    On 9/6/2018 at 1:55 AM, Jayrod said:

    If you really dont mind  I would greatly appreciate if you could help me reset suicunes flag. Thanks you for answering my other questions. Also one last question (sorry its the last one I promise lol) where can groudon be located? I found the three dogs and kyogre and raquaza but not gorudon. I thought it would be where entei would be found on the S.S. Libra but its not there. 

    Somewhere with lots of lava ?

    Remind me which version you're playing on? I'll sort out a special patch.

    On 9/7/2018 at 6:35 AM, rgatton12 said:
      Reveal hidden contents

    Where did you find this Farfetch'd? I feel like I've talked to everyone in the game. I've caught all the Pokemon besides Ho-Oh (don't know where that is either, Mirror B doesn't show up)

     

    That would be my bad. The email with the locations accidentally missed out Outskirt Stand. ?

    On 9/7/2018 at 9:52 AM, pikazapper said:

    Are the starters locked to be male only? I started over and have been soft-resetting for a while (mainly for a female Eevee but also hoping for a Shiny), but I've yet to see even the Zigzagoon be female. The natures are different every time. Is there something I'm missing, or do I just have the absolute worst luck?

    Ah yes, I hadn't even noticed this before. They are indeed locked to be male. This has been sorted out for the next update.

    On 9/10/2018 at 4:11 AM, Tyrantium said:

    I patched my v1.1.6 to v1.1.6-2 and the Pyrite Town Poke Snacks are still broken for me.

    Pokésnacks purchased before the update will still be bugged. You'll need to buy new ones.

    9 hours ago, Datch said:

    Does eviolite affect magneton in this game or no because magnezone doesn't exist yet?

    Pokemon with evolutions in gen 4 such as magneton are programmed to be compatible with the eviolite.

    On 9/12/2018 at 3:28 AM, Datch said:

    ...

    Please don't ask for or share ROMs on these forums. It's against the rules and is a quick way to get forum sites shut down.

    On 9/12/2018 at 3:29 AM, Shopow said:

    ...

    As above ^

    9 hours ago, Datch said:

    Also is there a macho brace?

    I believe it had to be taken out a while back to allow something else to be programmed in.


  21. On 8/30/2018 at 4:34 AM, sparkswordkirby said:

    I think I ran into some strange bug with the pokesnacks that i don't recall seeing in the bug list. I had one pokesnack left in a pokespot, so i just went to it, decremented it to 0(trying to take the pokesnack back), and then bought 10 more to place at a different location. But upon going to any other location, i could only put that one pokesnack in the pokespot, and the 10 i bought aren't being noticed at all. Selling and rebuying them didn't change anything either, they're in my inventory but can't be placed:s

    Edit: This happened right after i updated to the latest patch since 1.1.5, if that helps.

    This has now been fixed in v1.1.6-2 which is compatible with v1.1.6. ?

    On 8/31/2018 at 5:59 AM, rgatton12 said:

    I'm trying to be OP and use sm01 shadow rush on technician Scizor with expert belt, but it doesn't feel like it's that strong. How does this hack work with the weak shadow move and technician?

    Technician boosts shadow rush like normal. It may still feel a bit weak due to shadow moves not benefitting from STAB and also the fact that the expert belt didn't work on shadow moves. I have made it so the expert belt does affect shadow moves in the latest update v1.1.6-2.

    On 9/2/2018 at 8:10 PM, EtrianThotyssey said:

    I've been dealing with the same bug with 1.1.6, it looks like the store-bought pokesnacks are a different item in the bag (with the exact same name and description) and they're unable to be placed at Pokespots like the 10 that Duking gives you.

    This has now been fixed in v1.1.6-2 .

    On 9/2/2018 at 10:58 PM, pikazapper said:

    For me, buying Poke Snacks from Gateon Port or Agate Village gives me usable snacks that work like they should, but the ones I buy in Pyrite are listed separately in the bag and don't work at all. The ones from Duking and the herb lady work fine as well.

    This is in 1.1.6, by the way. Other than this little hiccup, I've been thoroughly enjoying the variety and challenge in this. It's a ton of fun.

    Thanks for the kind words. ? As above ^

    On 9/2/2018 at 11:54 PM, dunsparcetheglare said:

    Hi I'm really enjoying this hack so far but where exactly am I supposed to level up my weaker mons? I remember in the original game i'd grind at the battle mountain but the pokemon there have gotten a substantial level increase. My highest right now is a level 26 umbreon. 

    Good to hear. Try pyrite's duel square and pyrite colosseum as well.

    On 9/3/2018 at 4:17 AM, sparkswordkirby said:

    Ah yeah this fixed my issue actually. Now my primary issue is that I'm legitimately stuck in an endless void in the realgam tower and don't know if there's any way to get outT_T

    Admittedly it was definitely my fault for using a function of dolphin that had a warning of potential game breaking bugs^_^" but I just wish I could find some sorta code to get outta where i am cause right now i'm in an unplayable state outside of being able to run in this giant blue void;-;

    Can't you continue playing by turning off the function? If not, you could try the Pokemon XD save editor by @Tux. I think you may be able to use it to change your location to somewhere that works.

    On 9/4/2018 at 7:10 AM, pikazapper said:

    The Poke Snacks sold at Phenac City's mart are also broken. They get added to the ones I bought from Pyrite.

    Edit because I've run into a bit of an issue with an attack:

      Hide contents

    Shadow Trip seems to be freezing the game consistently for me. I'll have Sableye use it in battle, and on the next turn the game freezes. I've tried picking attacks, switching Pokemon, using an item, and calling on the turn after using it, but all of them result in a freeze. It also doesn't matter whether or not Shadow Trip actually hits. Shadow Snooze, Shadow Trap, and Destiny Bond all seem to work fine from what I've tried. Oddly though, if I use Shadow Trip and it ends the battle, everything seems to continue normally.
    I've tried this in Pyrite Colosseum, against one of the trainers standing around in Pyrite, against a wild Tangela, and against the Rider in Agate. All end in a freeze if I do as described. I'm playing it on a Wii using Nintendont, if that matters.

     

    I've had a few reports of shadow trip and foul play (both have the same effect) not working properly. I haven't been able to find the issue yet but worst case I'll remove the moves for a while. If you're playing on Dolphin could you PM me the memory card file?

    On 9/4/2018 at 11:26 AM, Shopow said:

    Hey, just a quick question. Is the Shadow Pidgeot in Phenac City supposed to be shiny, or did I just get lucky?

    It's all luck. The shiny odds in XG are based off the shiny charm/masuda method in the later games so it's not quite as high as the 1/8192 of gen III but still pretty rare.

    On 9/4/2018 at 4:17 PM, ScizorKing said:

    Hey so I'm having trouble finding Entei. Caught Raikou and Suicune and it feels like I've been all over Orre at this point with no luck. Some kind of hint would be appreciated.

    Downloaded this a few days ago and I've been playing pretty much nonstop, over 37 hours of playtime. XD was my jam as a kid so this is awesome to play.

    EDIT: Of course once I said it I ended up finding him.

    Glad you figured it out!

    17 hours ago, Jayrod said:

    Hello there!!! First off I want to say I absolutely love this game and I have enjoyed this hack game so much so thank you for doing this. But I do have a few questions that Im hoping either you or anyone else here could answer. First I am still playing on version 1.1.5 but I want to update to v1.1.6. If i download the new version would my current data be replaced? Second, I encountered the suicune bug on v1.1.5, i update would suicune come back to pheanac city after it "ran away"? And last question is what types does pure heart lower the power of? I cant find in the documentation about the ability. But again thank you so much for making this game I greatly appreciate any help. 

    You can continue using the same save file in v1.1.6. However, if you saved after encountering the suicune it will not return. If that is the case I could help you reset the suicune's flag.

    4 hours ago, ScizorKing said:

    IThere's a Shadow Farfetch'd in postgame, it showed up as Lv 1 but it was OHKOing half my team which were all Lv57-64 with Shadow Fury, a move I hadn't seen before that kept raising its Atk stat. It was also taking no damage from attacks, I tried False Swipe from Zangoose and it did nothing. Took 4 or 5 battles to manage to catch it with more balls over all attempts than most of the legendaries. Then when I checked its stats they were normal for a Lv. 1 and it lost Rattled as its ability. So all in all I'm pretty confused.

    This is actually a technique used in vanilla XD to make shadow pokemon slightly more threatening by increasing their levels slightly until they're caught. It's usually just a 2 or 3 levels in XD but I thought I'd troll a little with the post game shadow pokemon ?


  22. 1 hour ago, Spaceit said:

    Might be a stupid question. But how does Magneton evolve in this game since it's usually "(level up in Magnetic Field area)"?

    I tried searching though all the changelog, but can't seem to find anything about it

    In general, pokémon that would normally require a trade to evolve, evolve at level 40 instead in this hack. It is worth mentioning though that this is a generation 3 game so magneton is unable to evolve. 

    • Like 1

  23. On 8/20/2018 at 1:22 PM, 15987632 said:

    Also when I tried loading in a save file that was progressed further in the game I noticed that every fight got skipped like this.

    I have now uploaded a new version of the tool which shouldn't have that issue. The file common.rel in the common folder is corrupted so you'll need to copy it again from the randomiser folder. If you don't have a copy then you can fix the file using this program. 

    Colosseum Fix.zip

    Place the file "battle_fix.bin" in the Colosseum-Tool folder and then run the colosseum fix program. You can delete both files once you're done. ?

     

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